Cinematic Image Effects (pre-release)

Hi! At Unity we are currently developing a number of new Image Effects. The idea behind these effects is that they should look amazing and scale to different hardware levels (where possible).

The effects currently in development are:

Screen Space Reflections

Tonemapping & Color Grading

New Antialiasing (SMAA)

Depth of Field

We will be adding more as we start to finish these current effects up.

Open Source development

Each of the listed effects are at a different phase of development, but we don’t feel that this should stop you from getting your hands on them now. For these new image effects we will be developing them, and shipping them, on a public bitbucket account, as well as periodically on the asset store. This means that the unity developers that modify these effects, as well as you (?) will be developing in the public space. We will be actively taking pull requests and engaging in discussion about issues and fixes. We would love to hear your feedback and see some pull requests from you.

Where to Download

You will be able to get the project either from BitBucket or the Asset Store. The version on the Asset Store will be periodically updated, and that version tagged in the main Effect repository.

Asset Store

Open Source

Two variations using the Tone Mapping and Color Grading tools in our Unity labs scene

Current Status

Screen Space Reflections – We just missed the cutoff for 5.3 due to one or two outstanding issues. These have since been fixed. You should be able to use this effect now in your project and achieve desirable results. Note: This effect requires Deferred Rendering. Not designed for or tested on mobile.

Tonemapping & Colour Grading – Still in development, but in a decent beta state. Supports texture LUT and other custom grading settings.

Depth of Field – Still in development, but in a decent beta state.

SMAA – Still in development and buggy. We have had success in some scenes, but not in others. It might work well for your project but we are actively working on improving it.

We’re looking forward to hearing your feedback on these effects and building shiny things with you!
-Tim C

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While open sourcing everything – you should really put some more work into keeping everything up to date and responding to pull requests.

All other open source repositories are always lagging behind public releases. The development is not “public” – only a single commit with changes per released version, pull requests are never picked up (there’s no real “conversation” going on). I have already submitted 3 different pull requests to various projects but i don’t ever recall getting any reply.

The image effects project is run completely publicly. All development is done directly in bitbucket, every single commit is done there. We hope that this will make working with the community on the code in an equal way much better.

I was referring to the other repositories, such as the UI code. I recall submitting a PR to the UI repo as well as the XcodeAPI, but received no reply. The UI repo is still on 5.2, it wasn’t updated to the released 5.3…

So I’ll take the responsibility for the UI bitbucket repo. Each update take a while and public releases don’t always align nicely with my “free” time but I try to do it within a week of the public release. As for the PR’s on the repo yes we need to get better at looking at them. Its something i’m trying to get a process going for so we can have better communication going forward.

Unity team, thanks to start this. My suggestions: Well, free and open SMAA from Github works very good without bugs, SSR from Kode80 and others SSRs (like Livenda , candela) too , we need this advanced images effects by default.

Keijiro developer makes a lot of new good image effects for free too: like KineBokeh, KineBLur, HexBokeh, Deffered AO, new Bloom, Color Suite and etc… https://github.com/keijiro

We need to have image effects by default guys, we shouldn’t have to import them seperately.
Also we need the best AA possible, and working perfectly on mobile too (it’s been a huge issue). Hope the temporal filter is on track because AA is a game:)changer.
Good luck.

Agreed with Sergio, People always says that unreal engine is better than unity in terms of graphics. But they dont know that their default rendering has many well designed image effects… Unity should use the same system.
Also I heard that Sébastien Lagarde started to work for unity. I really wonder what he is currently working on?:)

Agreed with Sergio, just like there’s a single Übershader that has features that get enabled/disabled, based on what you’re using, there should be an Überposteffect script on the camera, which not only improves the workflow, but means that whatever framebuffer effects can be combined into a single pass can be, thus saving a lot of fillrate compared to stacking multiple framebuffer effects all in separate passes.

That’s unlikely to happen due to restrictive license. But you can add it yourself. It is super easy. Download HBAO+ unity plugin from NVidia, import it to your project and you’re good to go. Just make sure you read the license carefully, it is pretty heavy.

This new Antialiasing is amazing!! Oh, by the way, it looks like there is a conflict when you have the default Effects package and this Cinematic Image Effects package in the same project, the SSR deactivates itself and I get 2 warnings on my console and when I try to activate it again these warnings logs again:
“Missing shader for image effect Main Camera (UnityStandardAssets.CinematicEffects.ScreenSpaceReflection)”
“The image effect Main Camera (UnityStandardAssets.CinematicEffects.ScreenSpaceReflection) has been disabled as it’s not supported on the current platform.”
Everything works fine if I only have the Cinematic Image Effects in my project.

The issue should be fixed now if you pull the latest package from the asset store (we had a GUID clash). We consider the SMAA to be very alpha, I’m happy you like it but we feel it has a way to go still :)